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OR2

OR1

AIA24

TC4

SOP25

NIC71

IR4

TC3
 


This game has begun, and is no longer accepting start-ups




Contents



Game Details

King's Peace: Until the 2nd production has passed.

Production: the 14th of each month (prior to normal turn processing).

Turns: Every 10 days until King's Peace is over (the 2nd production), then every 14 days after that.

Prestige: Module cities may not be influenced until the 3rd production has occurred.

Snapshot victory conditions are being used. Factions may only have 8 members.

Revolts run every two months.





Game Limits


Training Level: 6
Public Works: 6
SEI Cap: 800
Tactics Cap: 100%
Tradegoods: weight of 5
Thief Ruin penalty 220
Arcanists start with the spells detailed in the module, note that this is more than detailed in the rulebook.
AA spells are functional.
No teleporting of Tradegoods via item activation or adventure.





"No More Than Ten" New Changes (with thanks to LegHelp and chairman Kurt Burgner)



1) The Avastro, Hasjarl and Tree of Peace adventures now require 25 base prestige.

2) For the following Training Types, positive terrain modifiers are doubled, guard rating is +10, MAR and SAR are +1: 385 Dark Servant; 386 Talthain Knight; 387 Pioneers; 1080 Vol's Destroyers; 1083 Lance Riders; 1301 Umbrian Knights; 1302 Mist Knights; 1303 Valandain Archers; 1304 Magical Lords; 1305 High Mages; 1306 Drakken Mercenaries; 1307 Desert Lords; 1308 Followers of the Axe ; 1309 Wingmasters; 1310 Companions; 1311 Dark Assassins; 1312 Orb Guardians; 1313 City Guards; 1314 Star Knights

3) c1046 Lord Terrapon is part of the Arcane Coalition. c1044 Cormiss is part of the St. Raswen faction. Guilds g2825, the Order of Stars and g2826, the Order of ORAT have MAR of 99.

4) Nameless Faction - Mains and secondaries can set up as priests.

5) Talthain Faction - May not set up with characters following Religion 9, The Nameless One.

6) Paverain Faction - May not set up with Maratsen characters.

7) Servants of Nagashun Faction -
a. May setup in Eastern Talthain (near the subjugated cities of Riftwatch Castle and Asterain)
b. C1017 Birna Dwarflord is now an Orc. A new Orc character owns F3013 Rok Tathgar.

8) Vol Faction - May set up as Orc Mercenary anywhere from 1 to 5 provinces east of the Rift.

9) There will be a greater randomization of Victory Condition items and Power Points under Module Cities than in previous games.

10) Clashes every 6 months

11) Adventure 4 no longer gives a mark as reward.

12) There will be a researchable Ancient Arcana spell to assist with hunting items.

13) LegHelpers cannot count to 10.





Setups



Overlord: 1C/3B/2A - 2 Guilds (STR - 12)

Mercenary: 1D/3B - 1 Guild (STR - 12)

Adventure Party: 1D/5B - 1 Guild (STR - 12)

Hero & Sidekick: 1E/1C - 1 Guild (STR - 12)

Clan: 1D/3B/4A - 1 Guild (STR - 12)
Clans are only allowed for Nomad races & only for faction 4.


You must indicate which faction you wish to be in when you submit your setup (you will be in the faction when the game starts).

You may place guilds in a player owned start location. Please make this very clear on the setup sheet.





Faction Setups   14/8/06

Faction Setup Processed
The Elven Hierarchy 5
The Lords of the Rock 4
The Royal House of Talthain 3
The Clans of Margeth 6
The Followers of the Nameless One 8
The Arcane Coalition 5
The Royal House of Paverain 8
The Guardians of Rok Tsgar  
The Servants of Nagashun 7
The Kingdom of Umbria 4
The Hand of Vol 8
The Holy Order of St. Raswen the Bold 8
The Seekers and the Guardians 2






Module changes

The religious adventures which resurrect now all cost 2 con. They are also once per character. This affects adventures 414,424,434,444,454,464,474,484.

Adventure 2500
Be a Mercenary or an Overlord Main inside your own starting location during the first month. Be race 201-240. Target the force with the adventure. Once per character. Gain - 24 towers, 8 gatehouse, 14 keep, 2 moat, 2 ditch and the title 'Military Architect'

Adventure 2501
Be a Mercenary or an Overlord Main inside your own starting location during the first month. Be race 241-260. Once per character. Gain - 150 Wagons, 2400 Food, 300 Iron, 300 Lumber. Note that the adventure gives the Main character the goods. They are not placed into the Nomad Camp.





Apprentices


Players who have never played Legends before may set up as an Apprentice. They may perform the following adventure:

2400 Don't Hit Me!
Be a Main character (ID 1-200)
Gain - Apprentice Status (ID 2552), +1 Action, healing potions and poison cures.
May be done once per character and only by players in their first game of Legends.
The Apprentice Status has a very good first rung, including a good bonus to Influence. It morphs quite easily, but the improvements are not that impressive. Apprentices who get the hang of statuses may decide at some point to overwrite their Status with another. The Apprentice Status is very easy to overwrite.

Apprentices are encouraged to work with experienced players and should be protected from aggression whilst they have the Don't Hit Me! title. However, I want experienced players to be aware of the behaviour of any apprentice who is allied to them.

The title protects the apprentice because it is judged that they are not that important to the game victory and we can therefore afford to give them extra protection. We don't want the title and protection it affords to be abused, even if it is accidental by the apprentice (who won't know the relevance of his or her actions).

As such, an apprentice should not engage in player versus player (PVP) activities. Any experienced players who are working with an apprentice should contact me if the apprentices becomes interested in PVP, or seems to be doing well enough that they don't need the protection of the title. I will agree with the apprentice a time to remove the title, and will permit them to engage in PVP a few turns after that.

In cases where an apprentice is accidentally 'getting in the way' of a faction, I'd like all parties involved to contact me. It is almost always possible to sort it out to the benefit of the faction without spoiling the apprentice's first game!"





Module Errata

Adventure 707 reward is Moor Monster, not Swamp Monster.


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